Character Creation

Ability Scores

Ability scores are the fundamental makeup of a character, they represent what a character is good at and how resistant they are to damage. each ability score is broken down into two numbers, the ability score and the ability modifier. The action will direct which number to use at a given time. All ability scores have the same threshold when leveling them up. Bronze: 2-13, Silver: 14-16, Gold: 17-19, and Platinum 20+.   Most stats start at 10 as a base. However, many species have a stats that automatically starts below or above that threshold. In character creation, ability points can be subtracted from an ability to a minimum of 8. Every point subtracted will give one extra ability point to be placed els-ware. The ability score maximum is the maximum points a character can gain naturaly. Most ability scores max out at 20 but some might have a higher or lower threshold dictated by the race the character is.   The Ability Scores are:   Strength (ST) governs carry wait and many weapon attacks
  • The main ST score is how much you can carry in inventory points (IP)
  • The ST score modifier (ST.M) is how much damage to add or subtract (to a minimum of 0) to most melee weapon attacks and some ranged weapon attacks
Dexterity (DE) governs reactivity, armor class modification, and some damage rolls
Intelligence (IN) governs knowledge and magic ability
Endurance (EN) governs Vigor and bodly checks
Awareness (AW) governs perception and ranged weapon attack rolls
Charisma (CH) governs socialization skills and abilities
Willpower (WP) governs strength of soul and how much mana it can contain

Skills

Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Intelligence
sorcery
Arcana
History
Nature
Religion
Medicine
Endurance
Constitution
Awareness
Perception
Investigation
Charisma
Animal Handling
Deception
Persuasion
Insight
Willpower
Resolve
 

Armor classes

   

Vigor

   

Initiative

   

Movement

Base 30 ft  

Death Saving throws

   

Fate Points and Calamitous Tockens

All player characters start with a fate point (FP) and may only have one FP at a time. FPs can be used to ensure a successfull critical attack on a creature, avoid death, or ensure an outcome of an event (discuss with DM what is allowed). Once a fate point is spent, the DM gains a Calamitous Tocken (CT). CTs can be spent to ensure the survival of an enamy, mutate an enamy into a greater threat, or roll for a calamitous encounter that the PCs will soon encounter. Players can deside to use the CT as well. If they do, they can also choose to cause a calamitous event for their character.  

Spell Augmentation

   

Inventory

   

Proficiency

  1d4 min 1 crit success 4 1d6 min 2 crit success 5 6 1d10 min 3 crit success 8 9 10 1d12 min 4 crit success 9 10 11 12  

   

Tier List

Bronze
Silver
Gold
Platinum